Founder:
Kelfir Lop is a tall Harengon with a knack at creating some very unique items. He is a fast talker and thinker, which results in him often misunderstanding questions asked of him. He wears a top hat, which has holes carved in the top that allow his ears to poke through the top, and there is a large red and yellow flower affixed to the front. If you ask about or try and touch the flower, it will squirt water towards you.
Shop Appearance
Kelfir Lop pulls all of his goods out of the top of his hat, including a small folding table which he uses to display his goods. Those familiar with the bag of holding, may be able to deduce that the hat is enchanted similarly.
Purchasable Goods:
Item |
Effects |
Cost |
Enchanted Beans |
This small sack contains 5 enchanted Beans. As an action, you can throw 1 bean up to 35 feet from you. The bean must land on dirt/grass or in water to take effect. Please see the table below to determine what happens to the bean once it lands. Please use the Land table when the bean lands on dirt/grass and the Water Table for when the bean lands in water. If the bean lands on stone, nothing happens to it. |
550 gp |
Handkerchief of Avert Gaze |
When you use this handkerchief as a conversation piece or part of a distraction, you gain advantage on any sleight of hand check's performed while the person is distracted. |
140 gp |
The Handsy Helper |
This head of this gold ring reflects a gold hand grasping a ruby. When you shake some ones hand while wearing this ring, you gain advantage on all Charisma checks made while talking to them for the next hour. |
75 gp |
Laughing Lock |
This lock can be used to protect your goods. This lock can only be unlocked when the correct Joke is told to it. This laughing lock has 2 distinct laughs that it makes, and both indicate something else. One is for when the Lock enjoys a joke that is hears, including the passcode to unlock. The second is louder, a bit more maniacal, and indicates that someone is trying to break the lock. This lock requires a DC 20 Thieves Tools Check to open, and a DC 25 strength check to break it. When the lock is broken, it will let out a single painful scream. The lock loses its enchantment if broken. |
65 gp |
The Whoopsie Cushy |
This small pillow like item makes a sound similar to flatulence when squeezed. This item can be teleported up to 60 feet, and will draw the eyes of all who hear it (roughly 100 ft). |
25 gp |
Worms in a Can |
This small can can hold 8 worms inside of it, and worms can survive for a month inside the can as long as food is placed in it weekly (food scraps; lettuce, vegetable, egg shells, etc. You can toss 1 worm as an action, and a worm can be thrown up to 45 feet. Once thrown, please roll a D8 to determine what happens. Please see the table below to determine what happens with the worm. |
650 gp |
Enchanted Beans:
Land Table:
Die Roll |
Effects |
1 |
The bean explodes upon landing, and all who are within 10 feet of where is lands must make a a DC 12 Dexterity Save. On a fail, the creature take 4d6 fired Damage, and on a success they take 1/2 the damage. |
2 |
The bean sprouts into a Vine Blight (Page 32 of the Monster Manual). This creature will fight on your behalf, unless attacked by you or your allies. |
3 |
This bean sprouts into a Gas Spore (Page 138 of the Monster Manuel). This creature will fight on your behalf, unless attacked by you or your allies. |
4 |
This bean sprouts into a Myconid Sovereign (Page 232 of the Monster Manuel). This creature will fight on your behalf, unless attacked by you or your allies. |
5 |
This bean sprouts into a Treant (Page 289 of the Monster Manuel). This creature will fight on your behalf, unless attacked by you or your allies. |
6 |
This Bean burrows in the ground and sprouts a large stalk that stretches into the sky. All creatures within 30 feet of where is lands must make a DC 10 Acrobatics or Athletics check to determine if they are able to hold onto the stalk while it grows, or if they are knocked off. On a fail, that creature takes 1d12 bludgeoning damage. On a save, they are lifted up into the air to a height and location determined by DM. |
Water Table:
Die Roll |
Effects |
1 |
When this bean lands in water, it will sprout into 1d4 Large Lily Pads. These lily pads are able to hold 1 Medium creature or 2 Smaller Creatures without sinking. |
2 |
Once submerged, this bean transforms into a Giant Crab (Page 324 of the Monster Manuel). This creature will fight on you behalf until you or your allies attack it. |
3 |
Once submerged, this bean transforms into a Giant Octopus (Page 326 of the Monster Manuel). This creature will fight on you behalf until you or your allies attack it. |
4 |
Once submerged, this bean transforms into a Sea Hag (Page 179 of the Monster Manuel). This creature will fight on you behalf until you or your allies attack it. |
5 |
Once submerged, this bean transforms into a Marid (Page 146 of the Monster Manuel). This creature will fight on you behalf until you or your allies attack it. |
6 |
This Bean absorbs water and sprouts a large stalk that stretches into the sky. All creatures within 30 feet of where is lands must make a DC 10 Acrobatics or Athletics check to determine if they are able to hold onto the stalk while it grows, or if you are knocked off. On a fail, that creature takes 1d12 bludgeoning damage. On a save, they are lifted up into the air to a height and locations determined by DM. |
Worms in a Can:
Die Roll |
Effects |
1 |
When you throw this worm, nothing happens. It lands on the ground and struggles to find dirt to burrow into. |
2 |
This worm transforms into a Flying Snake (Page 322 of the Monster Manual), before it even lands. This snake will do as you command until you or your allies attacks it. |
3 |
This worm transforms into a Giant Poisonous (Page 327 of the Monster Manual). This snake will do as you command until you or your allies attacks it.
|
4 |
This worm transforms into a Constrictor Snake (Page 320 of the Monster Manual). This snake will do as you command until you or your allies attacks it. |
5 |
This worm transforms into a Piercer (Page 252 of the Monster Manual). This snake will do as you command until you or your allies attacks it. |
6 |
This worm transforms into a Fire Snake (Page 265 of the Monster Manual). This snake will do as you command until you or your allies attacks it. |
7 |
This worm transforms into a Carrion Crawler (Page 37 of the Monster Manual). This snake will do as you command until you or your allies attacks it. |
8 |
This worm transforms into a Bone Naga (Page 233 of the Monster Manual). This snake will do as you command until you or your allies attacks it. |
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